using FMOD;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

[CreateAssetMenu(menuName = "SOInstance/Data/WeaponData/Test")]
public class TestWeaponDataSO : WeaponDataSO
{
    protected override void OnEnable()
    {
        base.OnEnable();
        cd = new List<float>() { 1f, 3f, 3f, 4f, 4f, 5f };
        skillAreaData = new List<SkillAreaData>()
        {
            new (true, true, false, 15.0f, SkillMode.Area, SkillAreaType.Circle, 15, 1, true, false, 1),

            new (false,true,false, 30.0f, SkillMode.Directed, SkillAreaType.RectArrow, 30, 1, true, false, 1),
            new (false, true, false, 3.0f, SkillMode.Directed, SkillAreaType.RectArrow, 3, 1, true, false, 1),
            new (false, true, true, 30.0f, SkillMode.Directed, SkillAreaType.RectArrow, 30, 1, true, false, 1),
            new (false, true, true, 3.0f, SkillMode.Directed, SkillAreaType.RectArrow, 3, 1, true, false, 1),
            new(false,true,false,15,SkillMode.Area,SkillAreaType.Circle,10,10,false, false, 1),
        };
    }

    public override IEnumerator Skill0(SkillData info)
    {
        owner.StartSkillCD(0);
        yield break;
    }

    public override IEnumerator Skill1(SkillData info)
    {
        owner.StartSkillCD(1);
        yield break;
    }

    public override IEnumerator Skill2(SkillData info)
    {
        owner.StartSkillCD(2);
        yield break;
    }

    public override IEnumerator Skill3(SkillData info)
    {
        owner.StartSkillCD(3);
        yield break;
    }

    public override IEnumerator Skill4(SkillData info)
    {
        owner.StartSkillCD(4);
        yield break;
    }

    public override IEnumerator Skill5(SkillData info)
    {
        owner.StartSkillCD(5);
        yield break;
    }
}
